/Engine/Plugins/Runtime/NetworkPrediction/Source/NetworkPrediction/Public/NetworkPredictionStateView.h
Generic view into a managed instance's state.
struct FNetworkPredictionStateView
bool
bTickInProgress
::SimulationTick is in progress
FNetSimCueDispa...
CueDispatcher
CueDispatcher is exposed so that game code can invoke OOB cues Future versions may move this / make Invoking OOB cues go through a different API
void *
PendingAuxState
int32
PendingFrame
Simulation PendingFrame number.
void *
PendingInputCmd
Pending states: these are what will be used as input into the next SimulationTick call, if we are running a local tick.
void *
PendingSyncState
void *
PresentationAuxState
void *
PresentationSyncState
Presentation states: the latest locally smoothed/interpolated states that will not be fed back into the sim (these will be null in cases where there is no smoothing/interpolation)
int32
SimTimeMS
Latest Simulation time.